/Engine/Source/Runtime/Engine/Classes/Kismet/GameplayStatics.h
Hurts the specified actor with the specified impact.
Actual damage the ended up being applied to the actor.
static float ApplyPointDamage ( [AActor](API\Runtime\Engine\GameFramework\AActor) * DamagedActor, float BaseDamage, const FVector & HitFromDirection, const [FHitResult](API\Runtime\Engine\Engine\FHitResult) & HitInfo, [AController](API\Runtime\Engine\GameFramework\AController) * EventInstigator, [AActor](API\Runtime\Engine\GameFramework\AActor) * DamageCauser, [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< class [UDamageType](API\Runtime\Engine\GameFramework\UDamageType) > DamageTypeClass )